For an IndexedTriangleArray with normals, I just do: geomMesh = new GeomTriMesh("floor", ga.getCoordRefFloat(), ga.getNormalRefFloat(), ((IndexedGeometryArray)ga).getIndex());

Edit:You sould also grab the newest Odejava from CVS. It resolves a GeomTriMesh issue.

Thank you very much.I will try it as soon as possible.I think "ga" mean GeometryArray and is a TriangleArray ?Are the "getCoordRefFloat()" and "getNormalRefFloat()" new functions in Xith3D ? ( I will upgrade to last binaries, but for instance I'm using an old version ).What is the bug that is resolved about TriMeshS in Odejava ?I've seen a bug with negative Z values in an Odejava forum thread, but this isn't what I've experienced.The bug I have is that my terrain ( a GeomTriMesh ) generate collisions only on a part of it.When I move my character on the terrain, at the half of the terrain, my character fall through it...

But I will try your solution and update to the latest versions of Xith and Odejava, and I will see what happen !

ga is a GeometryArray. I don't think getCoordRefFloat() and getNormalRefFloat() are new (not in the last 9 months or so). The GeomTriMesh bug in OdeJava had to do the vertexString and triangleStride used for the vertex and index arrays and was causing the ODE TriMesh to be interpreted differently than the specified OdeJava GeomTriMesh (this at least partially explains the holes in your mesh).

Also I have another "problem".I've grabbed the latest Odejava from cvs, but I can't compile it...I have an "evil" () error message :bluesky@dhcppc1:/mnt/hda6/Programmation/Java/latest-odejava/odejava/odejava/compile $ ./make-gcc.sh[Testing env variable. The next line should print the location of your java installation (eg. /usr/java/j2sdk1.4.2/)]/usr/lib/sun-j2sdk1.5.0/[registering JAVA_INCLUDE path]/usr/lib/sun-j2sdk1.5.0//include[removing old files][Compiling Odejava swig]

It's really irritating : I move some cubes (~50) on a surface ( TriMesh ). They slide normally, but sometimes, there's one that fall through the terrain. And one minute after the beginning, well there's no more cube on the surface !

I will try to prepare a .jar file so you can see the problem yourself.

Here you define the name, the position, the rotation, the graphic data, the physic representation, the behavior, and the behavior parameter of the object. And there is a Robot class ( child of Behavior ), of course.

And now think you can load all these datas from a file.And think you have a World editor to edit all this graphically and user-friendly. What's more, you can edit the World separetely from the game code, because we don't need to instance the behaviors classes to place objects. So it's easy separe task to organize projects.

And think you have a ton of other stuff to manage graphics, IA, sound, UI... And you have thinked of Gamma.

Ok so you manage animations and movents outside the Behaviors. The Behaviors so merely handle communications and other not geometry applying stuff. I thought you were doing this stuff also inside the Behavior classes.

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